Monthly Archives: December 2011

Playing With Postprocessing

Finally, I have a brand new hardware. The config is: Intel i7 2600K 3.4GHz, 8GB RAM, NVidia GeForce 560 Ti. It is like to get into a Rolls-Royce after a trolley. One of the first things that I did was to give my engine a try. Of course… 🙂 The difference is amazing. The overall speed-up factor of the rendering is somewhere between 10 and 40… quite good, I think… The occlusion culling gives much more boost than on the old GPU.
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Let There Be Spotlights…

…and there are spotlights. And we see the lights, and this is good.

And I am very happy with it, because it took some time to get it work correctly due to some small and annoying bugs. But the results are fine. We can add spotlights into the scene, we can put projected textures on them and they can cast dynamic shadows. They are integrated into the deferred renderer, of course. Spotlights are rendered with a closed pyramid, but is possible to use a cone instead. Bounding boxes are adjusted according to the current transform of the light frusta to keep visibility culling efficient.
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